diff options
-rw-r--r-- | play.js | 13 | ||||
-rw-r--r-- | rules.js | 853 |
2 files changed, 724 insertions, 142 deletions
@@ -825,11 +825,11 @@ function on_update() { action_button("extort", "Extort") action_button("ambush", "Ambush") - action_button("kidnap", "Assassinate") + action_button("assassinate", "Assassinate") action_button("kidnap", "Kidnap") - action_button("kidnap", "Cultivate") - action_button("kidnap", "Process") - action_button("kidnap", "Bribe") + action_button("cultivate", "Cultivate") + action_button("process", "Process") + action_button("bribe", "Bribe") // Attack sub-actions action_button("resolve", "Resolve!") @@ -846,8 +846,11 @@ function on_update() { action_button("event", "Event") action_button("limop", "LimOp") + action_button("end_activity", "End Activity") + action_button("end_operation", "End Op") + action_button("next", "Next") - action_button("done", "Done!") + action_button("done", "Done") action_button("undo", "Undo") } @@ -1,6 +1,9 @@ "use strict" // TODO: Automatic "All done" message. (limited / no more resources / no more available options). +// TODO: auto-next at end of Special Activity / operation space ? + +// TODO: for (s = ... last_space) to for_each_space (including/excluding foreign countries depending on events) let states = {} let game = null @@ -433,6 +436,15 @@ function has_underground_guerrilla(s, faction) { return false } +function find_underground_guerrilla(s, faction) { + let first = first_piece[faction][GUERRILLA] + let last = last_piece[faction][GUERRILLA] + for (let p = first; p <= last; ++p) + if (game.pieces[p] === s && is_underground(p)) + return p + return -1 +} + function has_any_guerrilla(s) { return ( has_piece(s, FARC, GUERRILLA) || @@ -493,6 +505,20 @@ function update_control() { } } +function has_auc_control(s) { + // AUC outnumber all other forces + let g = count_pieces(s, GOVT, BASE) + + count_pieces(s, GOVT, TROOPS) + + count_pieces(s, GOVT, POLICE) + let f = count_pieces(s, FARC, BASE) + + count_pieces(s, FARC, GUERRILLA) + let a = count_pieces(s, AUC, BASE) + + count_pieces(s, AUC, GUERRILLA) + let c = count_pieces(s, CARTELS, BASE) + + count_pieces(s, CARTELS, GUERRILLA) + return a > g + f + c +} + function is_city(s) { return s >= first_city && s <= last_city } @@ -509,6 +535,10 @@ function is_loc(s) { return s >= first_loc && s <= last_loc } +function is_city_or_loc(s) { + return (s >= first_city && s <= last_city) || (s >= first_loc && s <= last_loc) +} + function is_pop(s) { return s >= first_pop && s <= last_pop } @@ -675,14 +705,14 @@ function gen_active_guerrillas(s, faction) { function gen_remove_piece(s, faction) { if (faction === GOVT) { - gen_piece_in_space(game.op.where, GOVT, TROOPS) - gen_piece_in_space(game.op.where, GOVT, POLICE) - if (!has_piece(game.op.where, GOVT, TROOPS) && !has_piece(game.op.where, GOVT, POLICE)) - gen_piece_in_space(game.op.where, GOVT, BASE) + gen_piece_in_space(s, GOVT, TROOPS) + gen_piece_in_space(s, GOVT, POLICE) + if (!has_piece(s, GOVT, TROOPS) && !has_piece(s, GOVT, POLICE)) + gen_piece_in_space(s, GOVT, BASE) } else { - gen_piece_in_space(game.op.where, faction, GUERRILLA) - if (!has_piece(game.op.where, faction, GUERRILLA)) - gen_piece_in_space(game.op.where, faction, BASE) + gen_piece_in_space(s, faction, GUERRILLA) + if (!has_piece(s, faction, GUERRILLA)) + gen_piece_in_space(s, faction, BASE) } } @@ -1018,9 +1048,9 @@ states.op = { function gen_operation_common() { if (game.op.spaces.length > 0) - view.actions.done = 1 + view.actions.end_operation = 1 else - view.actions.done = 0 + view.actions.end_operation = 0 } function can_select_op_space(cost) { @@ -1043,27 +1073,15 @@ function select_op_space(s, cost) { // OPERATION: TRAIN -const special_activities = { - air_lift: goto_air_lift, - air_strike: goto_air_strike, - eradicate: goto_eradicate, - extort: goto_extort, - kidnap: goto_kidnap, - assassinate: goto_assassinate, - cultivate: goto_cultivate, - process: goto_process, - bribe: goto_bribe, -} - -function operation(state) { - Object.assign(state, special_activities) - return state -} - states.train = operation({ prompt() { view.prompt = "Train: Select spaces to place cubes." + if (game.sa) { + view.actions.air_lift = 1 + view.actions.eradicate = 1 + } + // Any Departments or Cities if (can_select_op_space(3)) { for (let s = first_space; s <= last_dept; ++s) @@ -1120,12 +1138,19 @@ states.train_place = operation({ states.train_base_or_civic = operation({ prompt() { view.prompt = "Train: Build Base or buy Civic Action in one selected space?" + + if (game.sa) { + view.actions.air_lift = 1 + view.actions.eradicate = 1 + } + view.actions.base = 1 if (game.resources[game.current] >= 3) view.actions.civic = 1 else view.actions.civic = 0 - view.actions.done = 1 + + view.actions.end_operation = 1 }, base() { push_undo() @@ -1137,11 +1162,16 @@ states.train_base_or_civic = operation({ game.state = "train_civic" game.op.where = -1 }, - done: end_operation, + end_operation, }) states.train_base = operation({ prompt() { + if (game.sa) { + view.actions.air_lift = 1 + view.actions.eradicate = 1 + } + if (game.op.where < 0) { view.prompt = `Train: Replace 3 cubes with a Base.` for (let s of game.op.spaces) { @@ -1176,11 +1206,16 @@ states.train_base = operation({ --game.op.count update_control() }, - done: end_operation, + end_operation, }) states.train_civic = operation({ prompt() { + if (game.sa) { + view.actions.air_lift = 1 + view.actions.eradicate = 1 + } + let res = game.resources[game.current] if (game.op.where < 0) { view.prompt = `Train: Buy Civic Action.` @@ -1199,7 +1234,7 @@ states.train_civic = operation({ } else { view.prompt = `Train: All done.` } - view.actions.done = 1 + view.actions.end_operation = 1 } }, space(s) { @@ -1208,7 +1243,7 @@ states.train_civic = operation({ game.resources[game.current] -= 3 game.support[game.op.where] += 1 }, - done: end_operation, + end_operation, }) // OPERATION: PATROL @@ -1237,6 +1272,8 @@ states.patrol_limop = operation({ prompt() { view.prompt = "Patrol: Select destination City or LoC." + gen_any_govt_special() + // TODO: check that destination can be reached by any cubes for (let s = first_city; s <= last_city; ++s) gen_action_space(s) @@ -1285,6 +1322,8 @@ states.patrol_limop_move = operation({ view.prompt = `Patrol: Move cubes to ${space_name[game.op.where]}.` view.where = game.op.where + gen_any_govt_special() + gen_patrol_move_limop(game.op.where) view.actions.next = 1 @@ -1324,6 +1363,8 @@ states.patrol = operation({ view.prompt = "Patrol: ..." view.who = game.op.who + gen_any_govt_special() + if (game.op.who < 0) { for_each_piece(GOVT, TROOPS, p => { if (game.pieces[p] !== AVAILABLE && !set_has(game.op.pieces, p)) @@ -1339,7 +1380,7 @@ states.patrol = operation({ gen_patrol_move(game.pieces[game.op.who]) let from = game.pieces[game.op.who] for (let to of data.spaces[from].adjacent) { - if (is_city(to) || is_loc(to)) + if (is_city_or_loc(to)) gen_action_space(to) } } @@ -1375,6 +1416,8 @@ states.patrol_activate = operation({ prompt() { view.prompt = "Patrol: Activate 1 Guerrilla for each cube in LoCs." + gen_any_govt_special() + // for each cube in each loc, activate 1 guerrilla for (let s = first_loc; s <= last_loc; ++s) { let n = game.op.count[s - first_loc] @@ -1403,6 +1446,8 @@ states.patrol_assault = operation({ prompt() { view.prompt = "Patrol: Assault in one LoC?" + gen_any_govt_special() + if (game.op.limited) { for (let s of game.op.spaces) if (can_assault_space(s)) @@ -1413,7 +1458,7 @@ states.patrol_assault = operation({ gen_action_space(s) } - view.actions.done = 1 + view.actions.end_operation = 1 }, space(s) { push_undo() @@ -1423,31 +1468,35 @@ states.patrol_assault = operation({ game.op.where = s game.op.count = count_cubes(s) }, - done: end_operation + end_operation, }) states.patrol_assault_space = operation({ prompt() { - view.prompt = `Patrol: Remove up to ${game.op.count} enemy pieces in ${space_name[game.op.where]}.` + view.prompt = `Patrol: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.` view.where = game.op.where + gen_any_govt_special() + + // TODO: maximum damage among targeted factions + if (game.op.count > 0) { - gen_assault_piece(game.op.where, FARC) - gen_assault_piece(game.op.where, AUC) - gen_assault_piece(game.op.where, CARTELS) + gen_exposed_piece(game.op.where, FARC) + gen_exposed_piece(game.op.where, AUC) + gen_exposed_piece(game.op.where, CARTELS) } if (!view.actions.piece) view.prompt = "Patrol: All done." - view.actions.done = 1 + view.actions.end_operation = 1 }, piece(p) { push_undo() remove_piece(p) update_control() }, - done: end_operation, + end_operation, }) // OPERATION: SWEEP @@ -1485,6 +1534,8 @@ states.sweep = operation({ prompt() { view.prompt = "Sweep: Select Cities and Departments." + gen_any_govt_special() + if (can_select_op_space(3)) { for (let s = first_space; s <= last_dept; ++s) { if (is_selected_op_space(s)) @@ -1511,14 +1562,18 @@ states.sweep = operation({ game.state = "sweep_move" game.op.where = s }, - done: end_operation, + end_operation, }) states.sweep_move = operation({ prompt() { view.prompt = `Sweep: Move Troops into ${space_name[game.op.where]}.` view.where = game.op.where + + gen_any_govt_special() + gen_sweep_move(game.op.where) + view.actions.next = 1 }, piece(p) { @@ -1537,9 +1592,13 @@ states.sweep_move = operation({ states.sweep_activate = operation({ prompt() { - view.prompt = `Sweep: Activate up to ${game.op.count} Guerrillas in ${space_name[game.op.where]}.` + view.prompt = `Sweep: Activate ${game.op.count} Guerrillas in ${space_name[game.op.where]}.` view.where = game.op.where + gen_any_govt_special() + + // TODO: maximum damage among targeted factions + gen_underground_guerrillas(game.op.where, FARC) gen_underground_guerrillas(game.op.where, AUC) gen_underground_guerrillas(game.op.where, CARTELS) @@ -1573,7 +1632,7 @@ function can_assault_space(s) { return false } -function gen_assault_piece(s, faction) { +function gen_exposed_piece(s, faction) { if (has_piece(s, faction, GUERRILLA)) gen_active_guerrillas(s, faction) else @@ -1584,6 +1643,8 @@ states.assault = operation({ prompt() { view.prompt = "Assault: Select space to eliminate enemy forces." + gen_any_govt_special() + if (can_select_op_space(3)) { for (let s = first_space; s <= last_dept; ++s) { if (is_selected_op_space(s)) @@ -1611,22 +1672,26 @@ states.assault = operation({ game.state = "assault_space" game.op.where = s game.op.count = count_pieces(s, GOVT, TROOPS) - if (is_city(s) || is_loc(s)) + if (is_city_or_loc(s)) game.op.count += count_pieces(s, GOVT, POLICE) if (is_mountain(s)) game.op.count >>= 1 }, - done: end_operation, + end_operation, }) states.assault_space = operation({ prompt() { - view.prompt = `Assault: Remove up to ${game.op.count} enemy pieces in ${space_name[game.op.where]}.` + view.prompt = `Assault: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.` view.where = game.op.where - gen_assault_piece(game.op.where, FARC) - gen_assault_piece(game.op.where, AUC) - gen_assault_piece(game.op.where, CARTELS) + gen_any_govt_special() + + // TODO: maximum damage among targeted factions + + gen_exposed_piece(game.op.where, FARC) + gen_exposed_piece(game.op.where, AUC) + gen_exposed_piece(game.op.where, CARTELS) view.actions.next = 1 }, @@ -1660,6 +1725,14 @@ states.rally = operation({ else view.prompt = "Rally: Select City or Department." + if (game.sa) { + gen_special(FARC, "extort") + gen_special(AUC, "extort") + gen_special(CARTELS, "cultivate") + gen_special(CARTELS, "process") + gen_special(CARTELS, "bribe") + } + // Departments or Cities if (can_select_op_space(1)) { for (let s = first_space; s <= last_dept; ++s) { @@ -1696,7 +1769,7 @@ states.rally = operation({ game.op.where = s game.op.count = rally_count() }, - done: end_operation, + end_operation, }) states.rally_space = operation({ @@ -1849,7 +1922,7 @@ states.march = operation({ game.op.where = s game.op.march = [] }, - done: end_operation, + end_operation, }) function may_activate_marching_guerrillas() { @@ -1927,6 +2000,13 @@ function has_any_piece(s, faction) { return has_piece(s, faction, BASE) || has_piece(s, faction, GUERRILLA) } +function has_exposed_piece(s, faction) { + if (has_piece(s, faction, GUERRILLA)) + return has_active_guerrilla(s, faction) + else + return has_piece(s, faction, BASE) +} + function has_enemy_piece(s, faction) { if (faction !== GOVT && has_any_piece(s, GOVT)) return true @@ -1939,6 +2019,18 @@ function has_enemy_piece(s, faction) { return false } +function has_exposed_enemy_piece(s, faction) { + if (faction !== GOVT && has_any_piece(s, GOVT)) + return true + if (faction !== FARC && has_exposed_piece(s, FARC)) + return true + if (faction !== AUC && has_exposed_piece(s, AUC)) + return true + if (faction !== CARTELS && has_exposed_piece(s, CARTELS)) + return true + return false +} + states.attack = operation({ prompt() { view.prompt = "Attack: Select space with Guerrilla and enemy piece." @@ -1967,7 +2059,7 @@ states.attack = operation({ game.state = "attack_space" game.op.where = s }, - done: end_operation, + end_operation, }) states.attack_space = operation({ @@ -2025,22 +2117,25 @@ states.attack_place = operation({ states.attack_remove = operation({ prompt() { - view.prompt = `Attack in ${space_name[game.op.where]}: Remove up to ${game.op.count} enemy pieces.` + view.prompt = `Attack in ${space_name[game.op.where]}: Remove ${game.op.count} enemy pieces.` view.where = game.op.where - view.actions.next = 1 + + // TODO: maximum damage among targeted factions gen_remove_piece(game.op.where, GOVT) if (game.current !== FARC) - gen_remove_piece(game.op.where, FARC) + gen_exposed_piece(game.op.where, FARC) if (game.current !== AUC) - gen_remove_piece(game.op.where, AUC) + gen_exposed_piece(game.op.where, AUC) if (game.current !== CARTELS) - gen_remove_piece(game.op.where, CARTELS) + gen_exposed_piece(game.op.where, CARTELS) + + view.actions.next = 1 }, piece(p) { push_undo() remove_piece(p) - if (--game.op.count === 0 || !has_enemy_piece(game.op.where, game.current)) + if (--game.op.count === 0 || !has_exposed_enemy_piece(game.op.where, game.current)) game.state = "attack" }, next() { @@ -2049,26 +2144,6 @@ states.attack_remove = operation({ } }) -// SPECIAL ACTIVITY: AMBUSH - -function goto_ambush() { - push_undo() - game.state = "ambush" - game.sa = 0 -} - -states.ambush = { - prompt() { - view.prompt = `Ambush in ${space_name[game.op.where]}: Activate an Underground Guerrilla.` - gen_underground_guerrillas(game.op.where, game.current) - }, - piece(p) { - set_active(p) - game.state = "attack_remove" - game.op.count = 2 - } -} - // OPERATION: TERROR states.terror = operation({ @@ -2077,6 +2152,14 @@ states.terror = operation({ // TODO: can terror no-pop dept? + if (game.sa) { + gen_special(FARC, "extort") + gen_special(FARC, "kidnap") + gen_special(AUC, "extort") + gen_special(AUC, "assassinate", game.op.spaces.length === 0) + gen_special(CARTELS, "bribe") + } + if (can_select_op_space(1)) { for (let s = first_space; s <= last_dept; ++s) { if (is_selected_op_space(s)) @@ -2102,122 +2185,614 @@ states.terror = operation({ }, space(s) { push_undo() + do_terror(s) + }, + end_operation, +}) - logi(`S${s}.`) +function do_terror(s) { + let p = find_underground_guerrilla(s, game.current) - if (is_loc(s)) - select_op_space(s, 0) - else - select_op_space(s, 1) + set_active(p) - game.state = "terror_space" - game.op.where = s - }, - done: end_operation, -}) + log(`Terror in S${s}.`) -states.terror_space = operation({ - prompt() { - view.prompt = `Terror in ${space_name[game.op.where]}: Activate an Underground Guerrilla.` - gen_underground_guerrillas(game.op.where, game.current) - }, - piece(p) { - set_active(p) + if (is_loc(s)) { + select_op_space(s, 0) + place_sabotage(s) + } else { + select_op_space(s, 1) + place_terror(s) - if (is_loc(game.op.where)) { - place_sabotage(game.op.where) - } else { - place_terror(game.op.where) - - if (is_pop(game.op.where)) { - if (game.current === FARC) { - if (game.support[game.op.where] > -2) - game.support[game.op.where] -- - } else { - if (game.support[game.op.where] > 0) - game.support[game.op.where] -- - else if (game.support[game.op.where] < 0) - game.support[game.op.where] ++ - } + if (is_pop(s)) { + if (game.current === FARC) { + if (game.support[s] !== 0) + game.support[s] -- + } else { + if (game.support[s] > 0) + game.support[s] -- + else if (game.support[s] < 0) + game.support[s] ++ } } + } - if (game.current === AUC) { - console.log("AID CUT: ", game.op.spaces.length) - // if one space, drop aid by 3 - if (game.op.spaces.length === 1) { - logi("Aid Cut by 3.") - add_aid(-3) - // if two or more spaces, drop aid by 5 - } else if (game.op.spaces.length === 2) { - logi("Aid Cut by 2.") - add_aid(-2) - } + if (game.current === AUC) { + // if one space, drop aid by 3 + if (game.op.spaces.length === 1) { + logi("Aid Cut by 3.") + add_aid(-3) + // if two or more spaces, drop aid by 5 + } else if (game.op.spaces.length === 2) { + logi("Aid Cut by 2.") + add_aid(-2) } - - game.state = "terror" } -}) +} // === SPECIAL ACTIVITIES === +function operation(state) { + const special_activities = { + air_lift: goto_air_lift, + air_strike: goto_air_strike, + eradicate: goto_eradicate, + extort: goto_extort, + kidnap: goto_kidnap, + assassinate: goto_assassinate, + cultivate: goto_cultivate, + process: goto_process, + bribe: goto_bribe, + } + Object.assign(state, special_activities) + return state +} + +function gen_special(faction, action, disable = false) { + if (game.current === faction) { + if (disable) + view.actions[action] = 0 + else + view.actions[action] = 1 + } +} + +function gen_any_govt_special() { + if (game.sa) { + view.actions.air_lift = 1 + view.actions.air_strike = 1 + view.actions.eradicate = 1 + } +} + +function end_special_activity() { + game.state = game.sa.save + game.sa = 0 +} + +// SPECIAL ACTIVITY: AIR LIFT + function goto_air_lift() { push_undo() - game.save_state = game.state + log_h3("Air Lift") + game.sa = { + save: game.state, + count: 3, + from: -1, + to: -1, + } game.state = "air_lift" } +states.air_lift = { + prompt() { + view.prompt = "Air Lift: Select origin space." + for (let s = first_space; s <= last_space; ++s) + if (has_piece(s, GOVT, TROOPS)) + gen_action_space(s) + }, + space(s) { + push_undo() + game.sa.from = s + game.state = "air_lift_to" + } +} + +states.air_lift_to = { + prompt() { + view.prompt = "Air Lift: Select destination space." + view.where = game.sa.from + for (let s = first_space; s <= last_space; ++s) + if (s !== game.sa.from && !is_farc_zone(s)) // TODO: Foreign? + gen_action_space(s) + }, + space(s) { + push_undo() + game.sa.to = s + game.state = "air_lift_move" + log(`Air Lift from S${game.sa.from} to S${game.sa.to}.`) + } +} + +states.air_lift_move = { + prompt() { + view.prompt = `Air Lift: Move up to ${game.sa.count} Troops from ${space_name[game.sa.from]} to ${space_name[game.sa.to]}.` + view.where = game.sa.to + gen_piece_in_space(game.sa.from, GOVT, TROOPS) + view.actions.end_activity = 1 + }, + piece(p) { + push_undo() + move_piece(p, game.sa.to) + update_control() + if (--game.sa.count === 0) + end_special_activity() + }, + end_activity() { + push_undo() + end_special_activity() + }, +} + +// SPECIAL ACTIVITY: AIR STRIKE + function goto_air_strike() { push_undo() - game.save_state = game.state + log_h3("Air Strike") + game.sa = { save: game.state } game.state = "air_strike" } +states.air_strike = { + prompt() { + view.prompt = "Air Strike: Destroy exposed Insurgent unit." + for (let s = first_space; s <= last_space; ++s) { + gen_exposed_piece(s, FARC) + gen_exposed_piece(s, AUC) + gen_exposed_piece(s, CARTELS) + } + }, + piece(p) { + push_undo() + let s = game.pieces[p] + log(`Air Strike in S${s}.`) + remove_piece(p) + update_control() + end_special_activity() + } +} + +// SPECIAL ACTIVITY: ERADICATE + function goto_eradicate() { push_undo() - game.save_state = game.state + log_h3("Eradicate") + game.sa = { + save: game.state, + where: -1, + } game.state = "eradicate" } -function goto_extort() { - push_undo() - game.save_state = game.state - game.state = "extort" +states.eradicate = { + prompt() { + view.prompt = "Eradicate: Destroy rural Cartels Bases." + for (let s = first_dept; s <= last_dept; ++s) + if (has_piece(s, CARTELS, GUERRILLA) || has_piece(s, CARTELS, BASE)) + gen_action_space(s) + }, + space(s) { + push_undo() + log(`Eradicate in S${s}.`) + + logi("+4 Aid.") + add_aid(4) + + game.sa.where = s + if (has_piece(s, CARTELS, BASE)) + game.state = "eradicate_base" + else + game.state = "eradicate_shift" + } } +states.eradicate_base = { + prompt() { + view.prompt = `Eradicate: Remove Cartel Bases in ${space_name[game.sa.where]}.` + view.where = game.sa.where + gen_piece_in_space(game.sa.where, CARTELS, BASE) + }, + piece(p) { + remove_piece(p) + update_control() + if (!has_piece(game.sa.where, CARTELS, BASE)) + goto_eradicate_shift() + } +} + +function goto_eradicate_shift() { + if (can_eradicate_shift()) + game.state = "eradicate_shift" + else + end_special_activity() +} + +function can_eradicate_shift() { + if (is_pop(game.sa.where) && game.support[game.sa.where] > -2) + return true + for (let s of data.spaces[game.sa.where].adjacent) + if (is_pop(s) && game.support[s] > -2) + return true + return has_piece(AVAILABLE, FARC, GUERRILLA) +} + +states.eradicate_shift = { + prompt() { + view.prompt = `Eradicate: Shift ${space_name[game.sa.where]} or adjacent space toward active Opposition.` + view.where = game.sa.where + + let can_shift = false + + if (is_pop(game.sa.where) && game.support[game.sa.where] > -2) { + gen_action_space(game.sa.where) + can_shift = true + } + for (let s of data.spaces[game.sa.where].adjacent) { + if (is_pop(s) && game.support[s] > -2) { + gen_action_space(s) + can_shift = true + } + } + + if (!can_shift) { + view.prompt = `Eradicate: Place available FARC Guerrilla in ${space_name[game.sa.where]}.` + gen_piece_in_space(AVAILABLE, FARC, GUERRILLA) + } + + }, + space(s) { + push_undo() + game.support[s] -- + end_special_activity() + }, + piece(p) { + push_undo() + place_piece(p, game.sa.where) + update_control() + end_special_activity() + }, + end_activity() { + end_special_activity() + }, +} + + +// SPECIAL ACTIVITY: AMBUSH + function goto_ambush() { push_undo() - game.save_state = game.state + log_h3("Ambush") game.state = "ambush" + game.sa = 0 +} + +states.ambush = { + prompt() { + view.prompt = `Ambush in ${space_name[game.op.where]}: Activate an Underground Guerrilla.` + gen_underground_guerrillas(game.op.where, game.current) + }, + piece(p) { + set_active(p) + game.state = "attack_place" + game.op.count = 2 + } +} + +// SPECIAL ACTIVITY: EXTORT + +function goto_extort() { + push_undo() + log_h3("Extort") + game.sa = { + save: game.state, + spaces: [], + // where: -1, // for extort2 + } + game.state = "extort1" +} + +states.extort1 = { + prompt() { + view.prompt = "Extort: Activate Underground Guerrillas to gain Resources." + + for (let s = first_space; s <= last_space; ++s) { + if (set_has(game.sa.spaces, s)) + continue + if (has_underground_guerrilla(s, game.current)) { + if (game.current === FARC && has_farc_control(s)) + gen_action_space(s) + if (game.current === AUC && has_auc_control(s)) + gen_action_space(s) + } + } + + view.actions.end_activity = 1 + }, + space(s) { + push_undo() + logi(`S${s}.`) + let p = find_underground_guerrilla(s, game.current) + set_active(p) + set_add(game.sa.spaces, s) + game.resources[game.current] += 1 + }, + end_activity() { + push_undo() + end_special_activity() + }, +} + +states.extort2 = { + prompt() { + if (game.sa.where < 0) { + view.prompt = "Extort: Select space with Underground Guerrilla that you control." + for (let s = first_space; s <= last_space; ++s) { + if (set_has(game.sa.spaces, s)) + continue + if (has_underground_guerrilla(s, game.current)) { + if (game.current === FARC && has_farc_control(s)) + gen_action_space(s) + if (game.current === AUC && has_auc_control(s)) + gen_action_space(s) + } + } + } else { + view.prompt = `Extort in ${space_name[game.sa.where]}.` + view.where = game.sa.where + gen_underground_guerrillas(game.sa.where, game.current) + } + + view.actions.end_activity = 1 + }, + piece(p) { + set_active(p) + game.resources[game.current] += 1 + game.sa.where = -1 + }, + space(s) { + push_undo() + game.sa.where = s + set_add(game.sa.spaces, s) + logi(`S${s}.`) + }, + end_activity() { + push_undo() + end_special_activity() + }, } +// SPECIAL ACTIVITY: KIDNAP + function goto_kidnap() { push_undo() - game.save_state = game.state + log_h3("Kidnap") + game.sa = { + save: game.state, + spaces: [], + where: -1, + } game.state = "kidnap" } +function can_kidnap(s) { + // City, LoC, or Cartels Base + if (is_city_or_loc(s) || has_piece(s, CARTELS, BASE)) { + // FARC Guerrillas outnumber Police + if (count_pieces(s, FARC, GUERRILLA) > count_pieces(s, GOVT, POLICE)) { + // Selected for Terror + if (set_has(game.op.spaces, s)) + return true + + // ... or may be for future Terror if ... + if (has_underground_guerrilla(s, game.current)) { + // enough resources to pay for terror + if (game.resources[game.current] > 0) + return true + + // or Kidnap could steal resources from Govt + if (is_city_or_loc(s) && game.resources[GOVT] > 0) + return true + + // or Kidnap could steal resources from Cartels + if (has_piece(s, CARTELS, BASE) && game.resources[CARTELS] > 0) + // TODO: NOT if DRUG RANSOM + return true + } + } + } + return false +} + +states.kidnap = { + prompt() { + view.prompt = "Kidnap: Select City, LoC, or Cartels Base space where Terror." + + if (game.sa.spaces.length < 3) { + for (let s = first_space; s <= last_space; ++s) { + if (set_has(game.sa.spaces, s)) + continue + if (can_kidnap(s)) + gen_action_space(s) + } + } + + view.actions.end_activity = 1 + }, + space(s) { + push_undo() + logi(`S${s}.`) + set_add(game.sa.spaces, s) + game.sa.where = s + game.state = "kidnap_space" + }, + end_activity() { + push_undo() + end_special_activity() + }, +} + +function transfer_resources(from, to, n) { + if (n > game.resources[from]) + n = game.resources[from] + game.resources[from] -= n + game.resources[to] += n +} + +states.kidnap_space = { + prompt() { + view.prompt = `Kidnap in ${space_name[game.sa.where]}.` + view.where = game.sa.where + + let s = game.sa.where + + let g = is_city_or_loc(s) && game.resources[GOVT] > 0 + let c = has_piece(s, CARTELS, BASE) && game.resources[CARTELS] > 0 + + if (g) + gen_action_resources(GOVT) + if (c) + gen_action_resources(CARTELS) + + if (g && c) + view.prompt += " Take resources from Government or Cartels!" + else if (g) + view.prompt += " Take resources from Government!" + else if (c) + view.prompt += " Take resources from Cartels!" + else + view.prompt += " IMPOSSIBLE!" + }, + resources(faction) { + clear_undo() + + let die = random(6) + 1 + log("Rolled " + die + ".") + transfer_resources(faction, game.current, die) + + // ... will be selected for Terror - by Terroring immediately! + if (!is_selected_op_space(game.sa.where)) + do_terror(game.sa.where) + + // TODO: manually end + if (game.sa.spaces.length === 3) + end_special_activity() + else + game.state = "kidnap" + }, +} + +// SPECIAL ACTIVITY: ASSASSINATE + function goto_assassinate() { push_undo() - game.save_state = game.state + log_h3("Assassinate") + game.sa = { + save: game.state, + spaces: [], + where: -1, + } game.state = "assassinate" } +function can_assassinate(s) { + // Space where Terror + if (set_has(game.op.spaces, s)) + // AUC Guerrillas outnumber Police + if (count_pieces(s, AUC, GUERRILLA) > count_pieces(s, GOVT, POLICE)) + if (has_enemy_piece(s, game.current)) + return true + return false +} + +states.assassinate = { + prompt() { + view.prompt = "Assassinate: Select space where Terror." + + if (game.sa.spaces.length < 3) { + for (let s = first_space; s <= last_space; ++s) { + if (set_has(game.sa.spaces, s)) + continue + if (can_assassinate(s)) + gen_action_space(s) + } + } + + view.actions.end_activity = 1 + }, + space(s) { + push_undo() + logi(`S${s}.`) + set_add(game.sa.spaces, s) + game.sa.where = s + game.state = "assassinate_space" + }, + end_activity() { + push_undo() + end_special_activity() + }, +} + +states.assassinate_space = { + prompt() { + view.prompt = `Assassinate in ${space_name[game.sa.where]}.` + view.where = game.sa.where + + let s = game.sa.where + + gen_piece_in_space(s, GOVT, TROOPS) + gen_piece_in_space(s, GOVT, POLICE) + gen_piece_in_space(s, GOVT, BASE) + + gen_piece_in_space(s, FARC, GUERRILLA) + gen_piece_in_space(s, FARC, BASE) + + gen_piece_in_space(s, CARTELS, GUERRILLA) + gen_piece_in_space(s, CARTELS, BASE) + }, + piece(p) { + remove_piece(p) + + if (game.sa.spaces.length === 3) + end_special_activity() + else + game.state = "assassinate" + }, +} + +// SPECIAL ACTIVITY: CULTIVATE + function goto_cultivate() { push_undo() - game.save_state = game.state + log_h3("Cultivate") + game.sa = { save: game.state } game.state = "cultivate" } +// SPECIAL ACTIVITY: PROCESS + function goto_process() { push_undo() - game.save_state = game.state + log_h3("Process") + game.sa = { save: game.state } game.state = "process" } +// SPECIAL ACTIVITY: BRIBE + function goto_bribe() { push_undo() - game.save_state = game.state + log_h3("Bribe") + game.sa = { save: game.state } game.state = "bribe" } @@ -2295,6 +2870,10 @@ function gen_action_space(s) { gen_action("space", s) } +function gen_action_resources(faction) { + gen_action("resources", faction) +} + function is_current_role(role) { switch (role) { case NAME_GOVT_AUC: |